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    Group Stealth Options

    Thought I'd ask if anyone's ruled on 'group stealth'? I was listening to the PA podcast last night and at point Perkin's had them roll stealth as a group, i.e. one person rolled stealth and the rest just rolled assist rolls. This pointed out a very common issue with stealth and parties. It's...
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    Motion in the Potion

    I was asked this question by a player recently and off hand said, "oh four or five". It's not a major issue with my group, most only carry one or two at a time. As far as limiting potion creation, I just let the gold limit it but then I run a low gold/magic campaign since I have house rules...
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    D&D 4E Gut 4E's Math

    I remove +1/2 level from attacks and defenses across the board on both sides. This has several good results for me. it reduces the disparity in growth by 1/2 and negates the need for special math fixes to any significant extent. I can use monsters outside that 'narrow band' since the PC's can...
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    When you kill your monsters do you kill the boss one last?

    My players started out with the old school, "everyone attack whatever you want." I.E. no tactical thinking at all. This lead to a lot of tough fights and their eventual capture, being stripped of all goods and sold to slavers. [Friendly NPC's intercepted the shipment and freed them] So they...
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    What single houserule has made your game AWESOME?

    I do a couple of things to keep combats moving along, +2 to hit across the board and using average damage instead of rolling it. It puts the hit percentages in the 70%'ish range (missing sucks) and just having to worry about a d20 rather than a d20 + 1d12 +1d6+1d8+ etc, makes each player's turn...
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    Overland travel as a skill challenge

    I hate it when that happens! But otherwise very nice example!
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    Gritty effects from damage

    There's a thread on here about something in the same vein. The players choose to take a disad when they need to, to continue fighting. It's player opt in, not DM fiat. Looks like I didn't note it on my site or bookmark it though and I don't have the search ability. :(
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    Brainstorming: Action Point Cards

    It could be fun. I came up with something similar based on the official 'loot' cards that Wizards does for LFR (I think it's for that). They're enjoyed by the players. These aren't exactly what you're thinking of I think but they might give you some ideas - Key Our Cars » Blog Archive »...
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    Can you use the run action twice to move 16 in a round? n/t

    Don't forget action point to move a third item and items that boost your base speed as well as any boosts from other classes that might be invoked on you. You can get a crazy fast character if you work at it.
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    Battles taking too long - whats the tricks?

    I add a +2 to-hit across the board. The default 50-60% chance to hit is too low in my opinion to keep the game fun and interesting for the players. They typically wait 10+ minutes to get their turn in and missing sucks. By kicking the chance to hit up to 70% or so that falls in line with...
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    Artificers: Sucky?

    I've got an artificer in my players and he's been quite happy with it and it's helped quite a bit. The versatile healing makes up for the less than optimal healing of the cleric. The buffs he drops all the time are great. I did make one change as he's the only healer for a group of 5...
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    Mini token stands

    I use these - Key Our Cars » Blog Archive » 4E Status Markers I use some poster tack on the top of the bases to stick the mini's to them and the magnet on the bottom sticks to my gaming table as well as Alea Tools markers for marking etc.
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    Simplifying a "no magic item" game.

    In regards to 1 and 3 1) I've removed enhancements from armour and items and it does make a huge difference in a 'need' to hand out loot and frees me up to hand out toys. There's zero pressure on the players to upgrade their gear. I do this by given them inherent bonuses that they choose from...
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    Average rounds per encounter?

    I'll second this. I'm just in heroic but our encounters are running 3 to 5 rounds with 5 pc's versus Level+3-4 XP budgets with less than half devoted to minions. Temporally (is that a word?) the encounters range from 45 minutes to 90 minutes. One of worst offenders was our last battle. 5...
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    Speeding up combat in 4th edition D&D (Reposted from general RPG area)

    Using average damage and not rolling it speeds things up, significantly so for me as the DM. Even a fight with 20+ creatures versus 5 PC's can take around a hour and that's without enforcing any kind of time limit on the players turns. I started using it for playtesting encounters versus...
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    Condition Markers for Tokens & Miniatures

    I made a lower tech but similar kind of thing. Not nearly as cool looking but I went cheap and functional. :) I went with flags rather than beads though, I needed a flag for the numbers anyway, having to keep asking from my end of the table, "Okay which goblin is that you're hitting?" was...
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    Battle skill challenge, ideas plz.

    Off hand I can see what might be a big issue, one player doesn't get to do anything while the rest of them are for the duration of this experience. So you're probably not going to want to take a lot of real time to do this. Do you want the ritual to complete successfully? You might want to...
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    Spend gold to gain XP house rule

    You can alleviate this situation somewhat by making bonuses inherent either through your own system or the proposed inherent values from the DMG2. I'm doing a house rule to assign bonuses and stripping +'s out of armour, weapons, neck items thus magic items or enchantments just add 'gimmicks'...
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    Spend gold to gain XP house rule

    Take the treasure value per level / exp per level and that should give you a rough chart of how much gold each level the players need to spend in this fashion?
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    Alternatives to the Death Save

    Interesting concept! Probably would not work for my group but it sounds like it would make the players more involved in what's going on and player engagement is key to a good session. Since I dislike players sitting out except for making a death roll to see if they die as well, it disengages...
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